3,132 Commits over 578 Days - 0.23cph!
More improved scroll behaviour
Use absolute scrollbox setup
Use padding rather than hardcoding values
Fixed scrollbar
Managed to get scrollbar setup with flex categories (that was a nightmare!)
ScrollFadeGradient object
Changed Bootstrap again - make sure the menu doesnt leak in whilst loading
Setup server browser server types
Setup server browser gamemodes
Icons, and localisation linking
Setup tab groups on navbar
Setup tab groups on gamemodes and server selection
Add URL system to the main menu. Manager can be sent a URL and will parse out the correct path to the correct page.
Pages will be injected with query arguments based on the URL.
Allows us to have buttons that will open up specific pages/settings/areas of the menu automatically.
Turn down bootstrap image opacity
Remove flex transition from page animations
New standardised way to handle Rust Button tab groups.
Child class which can handle main menu or specific tab menu navigation.
Code cleanup
Added namespace to add pages/ui scripts
Custom unpress siblings setup
Works with options settings
Hook settings menu into new main menu
Try to ensure editor weaving process isn't running on build
patrol_helicopter_rotation_fixes -> main
Sanitise patrol helicopter spotlight rotations
bee_catapult_bomb -> main
Changed pick up and drop sounds
Fixed error in Tech Tree 0
Added Bee Catapult Bomb
On impact it spawn groups of Bee Swarms.
Setup icons, catapult setup and entities.
Manifest
Try and skip setter injection on the client by checking the subtarget
main -> bee_catapult_bomb
Ensure build looks in the correct path
Call patch assembly anytime scripts reload
Re-enable bootstrap check
Setup options styling on main menu
Tab system
Wired up home and play
Animation transitions
Fixed navigation architecture
Setup Page system
Setup basic navigation and routing system
Setup home screen routing
New MenuManager
Only generate symbols if pdb exists
Wrap inside of setter in if server block
Ensure SyncVars run first in the build process.
Don't create a lock on Rust.Global.dll
Ensure injector errors when it cant find sync method (dont bother throwing)
Safeguards for client weaving process (dont try to hook setter at at all)
Fixed autosave/autoload not using preprocessor directives
Fixed Changed event being ran on autoload
Convert train line up to unload and train num connected cars to syncvars
Set GenerateEvent default to true
Use a wrapper method instead of emitting equality comparitor in IL - it was ugly at best
Add support for RequireChanged flag - this runs the old and new values through an equality comparison before pushing sync.
Swapped train engine fuel amount over to use SyncVars instead of protobufs.
First set of testing.
Use an autosave buffer as an intermediary when writing to syncvar bytes
Prevents byte allocations every autosave